Chris Koźmik
Silver Lemur Games
- Joined
- Nov 26, 2012
- Messages
- 416
Not exactly A custom engine which I call "Cyber Dreams Engine", the same I used in all my games. Perfectly suited for the kind of games I make.Are you making this in Unreal?
/s
Not exactly A custom engine which I call "Cyber Dreams Engine", the same I used in all my games. Perfectly suited for the kind of games I make.Are you making this in Unreal?
/s
Please, you can surely find some extra good artist working for peanuts.
The art is fine. It has a simple charm to it, distinguishable without being unnecessarily distracting. "Guess Who" seems like a very good point of reference, as each of the Guess Who characters is meant to be visually distinctive from one another.
You used the same custom engine for Stellar Monarch and Legends of Amberland? Nice workNot exactly A custom engine which I call "Cyber Dreams Engine", the same I used in all my games. Perfectly suited for the kind of games I make.Are you making this in Unreal?
/s
Yup. I have a folder called "engine" and I copy paste it (except for a single config file used to customize it) between projects. It holds all low level stuff and some generic frequently used stuff. This is the only part of the game code which is allowed to contain a platform specific code, direct file access code and other tricky stuff. It also is backward compatible.You used the same custom engine for Stellar Monarch and Legends of Amberland? Nice work
You can wishlist Stellar Monarch 2 now!
The day has come, the Steam page for Stellar Monarch 2 has been set up. You can Wishlist the game now!
The game is a sequel to Stellar Monarch and the core premise is you are the emperor and do stuff from the heights of your imperial throne. In short, instead of building farms or factories on planets you deal with the court, imperial officials, noble houses, assassins, admirals, etc.
The game will undergo a traditional development cycle of mine. If you participated in the early days of my other project you should know what to expect, it will be handled quite similarly. First an early access with me being quite active on the steam forums fishing for ideas, feedback, comments. Then release and afterwards quite a long period of smaller improvements and of course fixes as needed. Maybe an expansion or two later (much later, also no promises here, my focus is on making the base game fully playable and finished and only after it’s done I would be thinking what’s next).
The game is scheduled to enter Early Access somewhere in 2021.
The primary means of communication will be via Steam Forums Discussion or our Discord.
The premise behind the game:
You are the emperor, not a logistics officer. You don't deal with low level stuff like building farms, factories or individual ships. Instead you focus on the grander scale of things. You grant audiences, make edicts, appoint imperial officials, deal with noble houses and assassins, crush rebels, decide on production priorities.
In the game there is no micromanagement, late game does not drag on forever. You can play a relatively fast paced game on a huge galaxy without late game slow downs. You own hundreds of planets, thousands of ships and all this is managed on the high level by edicts, fleets system and by appointing imperial officials to do your bidding. The whole premise was to make the player make only the important and interesting choices leaving everything else abstracted.
If you're interested in feedback, here're some things that caught my eye.Dev Diary #3
This is a bad decision, IMO. Like, japanese visual novel female psychology level bad.The shipyards work always at the full capacity and produce only one, the latest squadron you designed.
There are 7 noble houses (6 + 1 royal house lead by the player). Those are partially predefined and partially randomized. The part that is about "flavor" is predefined (like the theme of the house), the part about "gameplay" (how it affects your options) is randomized.If you're interested in feedback, here're some things that caught my eye.
Predetermined number of fleets looks lazy. It also implies that there would be 7 predetermined noble houses. Since the focus of the game seems to be on internal politics, it also implies a decrease in replayability compared to procedurally generated factions.
Also, if each noble house has an associated fleet, does it also mean that each house has some associated planetary real estate to support that fleet? How their property rights would propagate with imperial conquests? Via %-based grants or something? What about imperial demesne?